Headset With Programmable Microphone Modes

ABSTRACT

A method and system for a headset with programmable modes, where the headset comprises a beamforming microphone: sensing an ambient sound level near the headset, and configuring the headset in one of a plurality of modes by configuring a beam pattern of the beamforming microphone based on at least the sensed ambient noise level. A user of the headset may configure the headset in the one of the plurality of modes or it may be automatically configured. The beamforming microphone may comprise an array of sound sensing elements. The headset may be configured in a quiet mode when the sensed ambient sound level is below that of a desired sound source and may be configured with a wide beam pattern. The headset may be configured in a loud mode when the sensed ambient sound level is above that of a desired sound source.

CLAIM OF PRIORITY

This application is a continuation of U.S. application Ser. No.14/712,488 filed on May 14, 2015, now U.S. Pat. No. 10,396,741.

INCORPORATION BY REFERENCE

The above stated application is hereby incorporated herein by referencein its entirety.

TECHNICAL FIELD

Aspects of the present application relate to audio headsets, and morespecifically, to methods and systems for a headset with programmablemicrophone modes.

BACKGROUND

Limitations and disadvantages of conventional approaches to audioprocessing for headsets will become apparent to one of skill in the art,through comparison of such approaches with some aspects of the presentmethod and system set forth in the remainder of this disclosure withreference to the drawings.

BRIEF SUMMARY

Methods and systems are provided for a headset with programmablemicrophone modes, substantially as illustrated by and/or described inconnection with at least one of the figures, as set forth morecompletely in the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1A depicts an example gaming console.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation.

FIG. 1C depicts the example gaming console and an associated network ofperipheral devices.

FIGS. 2A and 2B depict two views of an example embodiment of a gamingheadset.

FIG. 2C depicts a block diagram of the example headset of FIGS. 2A and2B.

FIG. 3 depicts a beamforming microphone with a plurality of soundsources.

FIG. 4 depicts beam patterns for various modes in a programmable modemicrophone.

FIG. 5 is a flowchart illustrating an example process for headsetmicrophone mode selection.

DETAILED DESCRIPTION

Certain aspects of the disclosure may be found in a headset withprogrammable microphone modes. Example aspects of the disclosure maycomprise, in a headset that comprises a speaker and a beamformingmicrophone, sensing an ambient sound level near the headset andconfiguring the headset in one of a plurality of modes by configuring abeam pattern of the beamforming microphone based on at least the sensedambient noise level. A user of the headset may configure the headset inthe one of the plurality of modes, or the headset may be automaticallyconfigured in the one of the plurality of modes. The beamformingmicrophone may comprise an array of sound sensing elements. The headsetmay be configured in a quiet mode when the sensed ambient sound level isbelow that of a desired sound source. The beamforming microphone may beconfigured with a wide beam pattern when the headset is in the quietmode. The headset may be configured in a loud mode when the sensedambient sound level is above that of a desired sound source. Thebeamforming microphone may be configured with a narrow beam patterndirected at the desired sound source when the headset is in the loudmode. The headset may be configured in the one of the plurality of modesutilizing a gaming console.

As utilized herein the terms “circuits” and “circuitry” refer tophysical electronic components (i.e. hardware) and any software and/orfirmware (“code”) which may configure the hardware, be executed by thehardware, and or otherwise be associated with the hardware. As usedherein, for example, a particular processor and memory may comprise afirst “circuit” when executing a first one or more lines of code and maycomprise a second “circuit” when executing a second one or more lines ofcode. As utilized herein, “and/or” means any one or more of the items inthe list joined by “and/or”. As an example, “x and/or y” means anyelement of the three-element set {(x), (y), (x, y)}. In other words, “xand/or y” means “one or both of x and y”. As another example, “x, y,and/or z” means any element of the seven-element set {(x), (y), (z), (x,y), (x, z), (y, z), (x, y, z)}. In other words, “x, y and/or z” means“one or more of x, y and z”. As utilized herein, the term “exemplary”means serving as a non-limiting example, instance, or illustration. Asutilized herein, the terms “e.g.,” and “for example” set off lists ofone or more non-limiting examples, instances, or illustrations. Asutilized herein, circuitry or a device is “operable” to perform afunction whenever the circuitry or device comprises the necessaryhardware and code (if any is necessary) to perform the function,regardless of whether performance of the function is disabled or notenabled (e.g., by a user-configurable setting, factory trim, etc.).

Referring to FIG. 1A, there is shown game console 176 which may be, forexample, a Windows computing device, a Unix computing device, a Linuxcomputing device, an Apple OSX computing device, an Apple iOS computingdevice, an Android computing device, a Microsoft Xbox, a SonyPlaystation, a Nintendo Wii, or the like. The example game console 176comprises a video interface 124, radio 126, data interface 128, networkinterface 130, video interface 132, audio interface 134, southbridge150, main system on chip (SoC) 148, memory 162, optical drive 172, andstorage device 174. The SoC 148 comprises central processing unit (CPU)154, graphics processing unit (GPU) 156, audio processing unit (APU)158, cache memory 164, and memory management unit (MMU) 166. The variouscomponents of the game console 176 are communicatively coupled throughvarious busses/links 136, 128, 142, 144, 146, 152, 160, 169, and 170.

The southbridge 150 comprises circuitry that supports one or more databus protocols such as High-Definition Multimedia Interface (HDMI),Universal Serial Bus (USB), Serial Advanced Technology Attachment 2(SATA 2), embedded multimedia card interface (e.MMC), PeripheralComponent Interconnect Express (PCIe), or the like. The southbridge 150may receive audio and/or video from an external source via link 112(e.g., HDMI), from the optical drive (e.g., Blu-Ray) 172 via link 168(e.g., SATA 2), and/or from storage 174 (e.g., hard drive, FLASH memory,or the like) via link 170 (e.g., SATA 2 and/or e.MMC). Digital audioand/or video is output to the SoC 148 via link 136 (e.g., CEA-861-Ecompliant video and IEC 61937 compliant audio). The southbridge 150exchanges data with radio 126 via link 138 (e.g., USB), with externaldevices via link 140 (e.g., USB), with the storage 174 via the link 170,and with the SoC 148 via the link 152 (e.g., PCIe).

The radio 126 comprises circuitry operable to communicate in accordancewith one or more wireless standards such as the IEEE 802.11 family ofstandards, the Bluetooth family of standards, and/or the like.

The network interface 130 may comprise circuitry operable to communicatein accordance with one or more wired standards and to convert betweenwired standards. For example, the network interface 130 may communicatewith the SoC 148 via link 142 using a first standard (e.g., PCIe) andmay communicate with the network 106 using a second standard (e.g.,gigabit Ethernet).

The video interface 132 may comprise circuitry operable to communicatevideo in accordance with one or more wired or wireless videotransmission standards. For example, the video interface 132 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.,the video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The audio interface 134 may comprise circuitry operable to communicateaudio in accordance with one or more wired or wireless audiotransmission standards. For example, the audio interface 134 may receiveCEA-861-E compliant video data via link 144 and encapsulate/format/etc.The video data in accordance with an HDMI standard for output to themonitor 108 via an HDMI link 120.

The central processing unit (CPU) 154 may comprise circuitry operable toexecute instructions for controlling/coordinating the overall operationof the game console 176. Such instructions may be part of an operatingsystem of the console and/or part of one or more software applicationsrunning on the console.

The graphics processing unit (GPU) 156 may comprise circuitry operableto perform graphics processing functions such as compression,decompression, encoding, decoding, 3D rendering, and/or the like.

The audio processing unit (APU) 158 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, surround-soundprocessing, and/or the like to output single channel or multi-channel(e.g., 2 channels for stereo or 5, 7, or more channels for surroundsound) audio signals. The APU 158 comprises memory (e.g., volatileand/or non-volatile memory) 159 which stores parameter settings thataffect processing of audio by the APU 158. For example, the parametersettings may include a first audio gain/volume setting that determines,at least in part, a volume of game audio output by the console 176 and asecond audio gain/volume setting that determines, at least in part, avolume of chat audio output by the console 176. The parameter settingsmay also comprise settings for various modes for a headset coupled tothe console. The parameter settings may be modified via a graphical userinterface (GUI) of the console and/or via an application programminginterface (API) provided by the console 176.

In another example scenario, the APU 158 may be operable to controlmodes of one or more microphones in a headset in communication with thegame console 176. In an example scenario, the audio subsystem 110 maycomprise a headset that may communicate with the APU 158 via the audioI/F 134. Furthermore, the one or more microphones in the headset maycomprise beamforming microphones, such that the sensitivity pattern, orbeam pattern, for the microphones may be configured depending on theambient noise levels of the environment, for example. In instances whenthe game console 176 and an associated headset are in a quietenvironment, the APU 158 may configure the microphone(s) to have a broador omnidirectional beam pattern, and when the game console 176 is in anoisy environment, the microphones may be configured with a narrow beampattern to maximize reception of the desired source while minimizingreception of noise sources. One such example would be when the gameconsole 176 is in a gaming competition and it would be advantageous tofilter out the other players' voice commands utilizing a beamformingmicrophone.

In another example scenario, the microphone modes may be configured bycircuitry in the headset as opposed to the game console 176, as shownfurther with respect to FIG. 2C. Furthermore, a plurality of modes maybe configured in addition to “quiet,” “normal,” and “noisy” modes.

The cache memory 164 comprises high-speed memory (typically DRAM) foruse by the CPU 154, GPU 156, and/or APU 158. The memory 162 may compriseadditional memory for use by the CPU 154, GPU 156, and/or APU 158. Thememory 162, typically DRAM, may operate at a slower speed than the cachememory 164 but may also be less expensive than cache memory as well asoperate at a higher-speed than the memory of the storage device 174. TheMMU 166 controls accesses by the CPU 154, GPU 156, and/or APU 158 to thememory 162, the cache 164, and/or the storage device 174.

In FIG. 1A, the example game console 176 is communicatively coupled to auser interface device 102, a user interface device 104, a network 106, amonitor 108, and audio subsystem 110.

Each of the user interface devices 102 and 104 may comprise, forexample, a game controller, a keyboard, a motion sensor/positiontracker, or the like. The user interface device 102 communicates withthe game console 176 wirelessly via link 114 (e.g., Wi-Fi Direct,Bluetooth, and/or the like). The user interface device 102 communicateswith the game console 176 via the wired link 140 (e.g., USB or thelike).

The network 160 comprises a local area network and/or a wide areanetwork. The game console 176 communicates with the network 106 viawired link 118 (e.g., Gigabit Ethernet).

The monitor 108 may be, for example, a LCD, OLED, or PLASMA screen. Thegame console 176 sends video to the monitor 108 via link 120 (e.g.,HDMI).

The audio subsystem 110 may be, for example, a headset, a combination ofheadset and audio basestation, or a set of speakers and accompanyingaudio processing circuitry. The game console 176 sends audio to thesubsystem 110 via link(s) 122 (e.g., S/PDIF for digital audio or “lineout” for analog audio). Additional details of an example audio subsystem110 are described below.

FIG. 1B depicts an example gaming audio subsystem comprising a headsetand an audio basestation. Shown in a headset 200 and an audiobasestation 300. The headset 200 communicates with the basestation 300via a link 180 and the basestation 300 communicates with the console 176via a link 122. The link 122 may be as described above. In an exampleimplementation, the link 180 may be a proprietary wireless linkoperating in an unlicensed frequency band. The headset 200 may be asdescribed below with reference to FIGS. 2A-2C.

Referring to FIG. 1C, again shown is the console 176 connected to aplurality of peripheral devices and a network 106. The exampleperipheral devices shown include a monitor 108, a user interface device102, a headset 200, an audio basestation 300, and a multi-purpose device192.

The monitor 108 and user interface device 102 are as described above. Anexample implementation of the headset 200 is described below withreference to FIGS. 2A-2C. In an example scenario, the headset 200 maycomprise directional microphones that may be configured based on theaudio environment around the headset 200.

The multi-purpose device 192 may be, for example, a tablet computer, asmartphone, a laptop computer, or the like that runs an operating systemsuch as Android, Linux, Windows, iOS, OSX, or the like. Hardware (e.g.,a network adaptor) and software (i.e., the operating system and one ormore applications loaded onto the device 192) may configure the device192 for operating as part of the GPN 190. For example, an applicationrunning on the device 192 may cause display of a graphical userinterface via which a user can access gaming-related data, commands,functions, parameter settings, etc. and via which the user can interactwith the console 176 and the other devices of the GPN 190 to enhancehis/her gaming experience.

The peripheral devices 102, 108, 192, 200, 300 are in communication withone another via a plurality of wired and/or wireless links (representedvisually by the placement of the devices in the cloud of GPN 190). Eachof the peripheral devices in the gaming peripheral network (GPN) 190 maycommunicate with one or more others of the peripheral devices in the GPN190 in a single-hop or multi-hop fashion. For example, the headset 200may communicate with the basestation 300 in a single hop (e.g., over aproprietary RF link) and with the device 192 in a single hop (e.g., overa Bluetooth or Wi-Fi direct link), while the tablet may communicate withthe basestation 300 in two hops via the headset 200. As another example,the user interface device 102 may communicate with the headset 200 in asingle hop (e.g., over a Bluetooth or Wi-Fi direct link) and with thedevice 192 in a single hop (e.g., over a Bluetooth or Wi-Fi directlink), while the device 192 may communicate with the headset 200 in twohops via the user interface device 102. These example interconnectionsamong the peripheral devices of the GPN 190 are merely examples, anynumber and/or types of links among the devices of the GPN 190 ispossible.

The GPN 190 may communicate with the console 176 via any one or more ofthe connections 114, 140, 122, and 120 described above. The GPN 190 maycommunicate with a network 106 via one or more links 194 each of whichmay be, for example, Wi-Fi, wired Ethernet, and/or the like.

A database 182 which stores gaming audio data is accessible via thenetwork 106. The gaming audio data may comprise, for example, signaturesof particular audio clips (e.g., individual sounds or collections orsequences of sounds) that are part of the game audio of particulargames, of particular levels/scenarios of particular games, particularcharacters of particular games, etc. In an example implementation, thedatabase 182 may comprise a plurality of records 183, where each record183 comprises an audio clip (or signature of the clip) 184, adescription of the clip 184 (e.g., the game it is from, when it occursin the game, etc.), one or more gaming commands 186 associated with theclip, one or more parameter settings 187 associated with the clip,and/or other data associated with the audio clip. Records 183 of thedatabase 182 may be downloadable to, or accessed in real-time by, one ormore devices of the GPN 190.

In an example scenario, the headset 200 may be configured in one of aplurality of modes depending on the ambient noise. For example, if theheadset 200 is in a gaming tournament environment where the ambientnoise level from multiple gamers is above that of the desired soundsource, the voice of the headset user, the gaming console 176 and/or theheadset itself may configure the headset 200 in a “noisy” mode where thebeamforming capabilities of the one or more microphones may be utilizedto sense audio signals from the user of the headset 200 whileattenuating signals from other sources. In addition, the user may setthe headset mode manually through a switch, button, or graphical userinterface.

Alternatively, when the headset is in a low ambient noise environment,where the ambient noise is below that of a desired sound source, theheadset 200 may be configured in a “quiet” mode where the beamformingcapabilities of the one or more microphones may be utilized to senseaudio signals with full sensitivity in all directions, since there areno significant noise sources present, thereby increasing the soundquality.

While the headset 200 in FIGS. 1A-1C is shown communicating with agaming console 176, the disclosure is not so limited, as this is merelyan example use for the headset 200. Accordingly, the headset 200 may beutilized in other applications, such as a cellular phone headset, or asa headset in any other communications protocol.

Referring to FIGS. 2A and 2B, there is shown two views of an exampleheadset 200 that may present audio output by a gaming console such asthe console 176. The headset 200 comprises a headband 202, a microphoneboom 206 with microphone 204, ear cups 208 a and 208 b which surroundspeakers 216 a and 216 b, connector 210, connector 214, and usercontrols 212.

The connector 210 may be, for example, a 3.5 mm headphone socket forreceiving analog audio signals (e.g., receiving chat audio via an Xbox“talkback” cable).

The microphone 204 converts acoustic waves (e.g., the voice of theperson wearing the headset) to electric signals for processing bycircuitry of the headset and/or for output to a device (e.g., console176, basestation 300, a smartphone, and/or the like) that is incommunication with the headset. In an example scenario, the microphonecomprises a beamforming microphone, where an array of sound sensingelements are arranged with a known spacing and the resulting signalsfrom the sensing elements may be utilized to determine the directionfrom which is sound is received.

The speakers 216 a and 216 b convert electrical signals to soundwaves.

The user controls 212 may comprise dedicated and/or programmablebuttons, switches, sliders, wheels, etc., for performing variousfunctions. Example functions which the controls 212 may be configured toperform include: power the headset 200 on/off, mute/unmute themicrophone 204, control gain/volume of, and/or effects applied to, chataudio by the audio processing circuitry of the headset 200, controlgain/volume of, and/or effects applied to, game audio by the audioprocessing circuitry of the headset 200, enable/disable/initiate pairing(e.g., via Bluetooth, Wi-Fi direct, or the like) with another computingdevice, and/or the like.

In an example scenario, the microphone 204 may comprise a directionalmicrophone such that the sensitivity pattern may be configured dependingon the acoustic environment. Accordingly, the user controls 212 may thenalso include settings for configuring the headset 200 and microphone 204in different modes, such as “quiet,” “normal,” or “loud.” In analternative scenario, the mode of the microphone 204 may be configuredautomatically by controller circuitry in the headset 200 or the console176, for example.

The connector 214 may be, for example, a USB port. The connector 214 maybe used for downloading data to the headset 200 from another computingdevice and/or uploading data from the headset 200 to another computingdevice. Such data may include, for example, parameter settings(described below). Additionally, or alternatively, the connector 214 maybe used for communicating with another computing device such as asmartphone, tablet compute, laptop computer, or the like.

FIG. 2C depicts a block diagram of the example headset 200. In additionto the connector 210, user controls 212, connector 214, microphone 204,and speakers 216 a and 216 b already discussed, shown are a radio 220, aCPU 222, a storage device 224, a memory 226, and an audio processingcircuit 230.

The radio 220 may comprise circuitry operable to communicate inaccordance with one or more standardized (such as, for example, the IEEE802.11 family of standards, the Bluetooth family of standards, and/orthe like) and/or proprietary wireless protocol(s) (e.g., a proprietaryprotocol for receiving audio from an audio basestation such as thebasestation 300).

The CPU 222 may comprise circuitry operable to execute instructions forcontrolling/coordinating the overall operation of the headset 200. Suchinstructions may be part of an operating system or state machine of theheadset 200 and/or part of one or more software applications running onthe headset 200. In some implementations, the CPU 222 may be, forexample, a programmable interrupt controller, a state machine, or thelike.

The storage device 224 may comprise, for example, FLASH or othernonvolatile memory for storing data which may be used by the CPU 222and/or the audio processing circuitry 230. Such data may include, forexample, parameter settings that affect processing of audio signals inthe headset 200 and parameter settings that affect functions performedby the user controls 212. For example, one or more parameter settingsmay determine, at least in part, a gain of one or more gain elements ofthe audio processing circuitry 230. As another example, one or moreparameter settings may determine, at least in part, a frequency responseof one or more filters that operate on audio signals in the audioprocessing circuitry 230. As yet another example scenario, the parametersettings may comprise settings for beamforming modes of the microphone204, including mode settings for various ambient conditions near theheadset 200.

Example parameter settings which affect audio processing are describedin the co-pending U.S. patent application Ser. No. 13/040,144 titled“Gaming Headset with Programmable Audio” and published asUS2012/0014553, the entirety of which is hereby incorporated herein byreference. Particular parameter settings may be selected autonomously bythe headset 200 in accordance with one or more algorithms, based on userinput (e.g., via controls 212), and/or based on input received via oneor more of the connectors 210 and 214.

The memory 226 may comprise volatile memory used by the CPU 230 and/oraudio processing circuit 230 as program memory, for storing runtimedata, etc.

The audio processing circuit 230 may comprise circuitry operable toperform audio processing functions such as volume/gain control,compression, decompression, encoding, decoding, introduction of audioeffects (e.g., echo, phasing, virtual surround effect, etc.), and/or thelike. As described above, the processing performed by the audioprocessing circuit 230 may be determined, at least in part, by whichparameter settings have been selected. The processing may be performedon game, chat, and/or microphone audio that is subsequently output tospeaker 216 a and 216 b. Additionally, or alternatively, the processingmay be performed on chat audio that is subsequently output to theconnector 210 and/or radio 220.

In an example implementation, the audio processing circuit 230 mayincorporate a microphone mode controller 240, which may configure themode of the microphone 204. In an example scenario, the microphone 204may operate in at least three modes, based on the ambient noise in theenvironment, “quiet,” “normal,” and “noisy.” In “quiet” mode, themicrophone mode controller 240 may configure the microphone 204 in awide mode where the beamforming capability of the microphone may be setto receive at full sensitivity from all directions, while in “noisy”mode, the microphone mode controller 240 may configure the microphone204 in a narrow mode where the beamforming capability may be set toreceive mostly from a desired direction. The desired direction may befrom the user's mouth, for example, while signals received from otherdirections are minimized in the beamforming. In addition, noisecancellation may be enabled when in “noisy” or “normal” mode, where somereduction of voice audio quality may be sacrificed for blocking out morenoise. The mode may be selected by the user or may be selectedautomatically based on, for example, characteristics of the user's voice(e.g., they are whispering) and/or characteristics of the ambient noise.

In another example implementation, the mode of the headset 200, and thusthe microphone 204, may be configured automatically based on location.If the headset 200 is located at a home location, coupled to a homegaming console, for example, the headset 200 may default to a “quiet”mode, assuming no ambient noise occurs that overcomes the level of thedesired source.

FIG. 3 depicts a beamforming microphone with a plurality of soundsources. Referring to FIG. 3 , there is shown a beamforming microphone301 comprising a plurality of microphone elements 301-1 to 301-n, whichmay comprise a linear or 2-D array of elements. There is also shown adesired sound source 303 and ambient noise sources 305 a-305 c.

The microphone elements 301-1 to 301-n may comprise Micro-ElectricalMechanical Systems (MEMS) structures, for example, for sensing soundwaves, although the disclosure is not limited to MEMS devices and maycomprise any sound conversion element. Since the direction from which asound wave is received impacts the timing of the resulting signal ateach element, the microphone elements 301-1 to 301-n may be utilized todetect sound from particular directions. If a sound source is directlyperpendicular to the surface of the beamforming microphone 301, then thesignals from each of the elements are correlated in time and reinforceone another. Therefore, by sensing signals at each element at aparticular time, a configurable beam pattern results. The beam patternof a beamforming microphone may also be configured by the number ofelements and the spacing between them.

In operation, the beamforming microphone 301 may be configured invarious modes depending on the ambient noise. For example, in a quietroom, the beamforming microphone 301 may be configured in a wide mode,detecting sound from all directions, while in a noisy environment, thebeamforming microphone 301 may be configured in a narrow beam directedat a desired source 303, such as a user's mouth, for example, therebyreducing the communication of signals from the unwanted ambient noisesources 305 a-305 c. The ambient noise and microphone mode configurationmay be performed continuously or periodically, or may be changed whencoupled to different devices or moved to different locations, forexample. In another example scenario, the microphone mode may beconfigured upon power up and remain in that mode if no significantchanges in measured sound intensity are detected.

FIG. 4 depicts beam patterns for various modes in a programmable modemicrophone. Referring to FIG. 4 , there is shown a beamformingmicrophone 401 in three different modes, “quiet,” “normal,” and “loud.”As shown in the “quiet” mode, the beam pattern of the beamformingmicrophone 401 is configured to sense sound signals from all directions,while in the “loud” mode the beam pattern of the beamforming microphone401 may be configured to have a narrow beam in a particular direction,such as towards the desired sound source. Finally, a “normal” mode mayconfigure the beamforming microphone 401 in a more broadly focused beamdirected at a desired source. The beam patterns shown in FIG. 4 aremerely examples, and any desired beam pattern may be configureddepending on the beamforming capability of the microphone.

The mode utilized by the beamforming microphone 401 may be a compromisebetween sound quality and desired noise reduction, where some soundquality of a desired source may be compromised for better noisereduction.

FIG. 5 is a flowchart illustrating an example process for headsetmicrophone mode selection. Referring to FIG. 5 , there is shown a flowchart 500, comprising a plurality of example steps.

In starting step 502, a headset (e.g., the headset 200) may be turned onand may be configured to begin operation in a wide beam pattern forsubsequent ambient noise level sensing. In step 504, the ambient noiselevel may be sensed and compared to threshold levels for various modesof the headset, such as “quiet,” “normal,” and “noisy.” The ambientnoise level may be measured upon startup, periodically, or continuously,for example.

In step 506, a desired mode and associated beam pattern for thebeamforming microphone in the headset may be selected. The mode may beselected by a user or may be automatically selected by the headset orassociated game console based on the sensed ambient noise level. Forexample, in a noisy environment, a tight beam pattern may be configuredto primarily sense a desired sound source, such as a user's voice, andin a quiet environment, a broad beam pattern may be utilized.

In step 508, sound may be sensed using the configured beam pattern asdefined by the selected mode. The process may continue by continuing tostep 504 again, sensing the ambient noise again and proceeding to modeselection in step 506. Accordingly, the monitoring of ambient noise andmode configuration may be performed continuously during operation of theheadset or may proceed on a periodic basis, for example. In addition,the headset user may select a mode manually, or may be configured in asuitable mode at power up and remain in this mode if no changes in soundintensity above a certain threshold are detected.

In an example embodiment of the disclosure a headset with programmablemicrophone modes is disclosed and may comprise a headset comprising aspeaker and a beamforming microphone, the system being operable to:sense an ambient sound level near the headset, and configure the headsetin one of a plurality of modes by configuring a beam pattern of thebeamforming microphone based on at least the sensed ambient noise level.A user of the headset may configure the headset in the one of theplurality of modes. The headset may automatically configure itself inthe one of the plurality of modes.

The beamforming microphone may comprise an array of sound sensingelements. The headset may be configured in a quiet mode when the sensedambient sound level is below that of a desired sound source. Thebeamforming microphone may be configured with a wide beam pattern whenthe headset is in the quiet mode. The headset may be configured in aloud mode when the sensed ambient sound level is above that of a desiredsound source. The beamforming microphone may be configured with a narrowbeam pattern directed at the desired sound source when the headset is inthe loud mode. The headset may be configured in the one of the pluralityof modes based on a location of the headset. The headset may beconfigured in the one of the plurality of modes by a gaming console.

The present method and/or system may be realized in hardware, software,or a combination of hardware and software. The present methods and/orsystems may be realized in a centralized fashion in at least onecomputing system, or in a distributed fashion where different elementsare spread across several interconnected computing systems. Any kind ofcomputing system or other apparatus adapted for carrying out the methodsdescribed herein is suited. A typical combination of hardware andsoftware may be a general-purpose computing system with a program orother code that, when being loaded and executed, controls the computingsystem such that it carries out the methods described herein. Anothertypical implementation may comprise an application specific integratedcircuit or chip. Some implementations may comprise a non-transitorymachine-readable (e.g., computer readable) medium (e.g., FLASH drive,optical disk, magnetic storage disk, or the like) having stored thereonone or more lines of code executable by a machine, thereby causing themachine to perform processes as described herein.

While the present method and/or system has been described with referenceto certain implementations, it will be understood by those skilled inthe art that various changes may be made and equivalents may besubstituted without departing from the scope of the present methodand/or system. In addition, many modifications may be made to adapt aparticular situation or material to the teachings of the presentdisclosure without departing from its scope. Therefore, it is intendedthat the present method and/or system not be limited to the particularimplementations disclosed, but that the present method and/or systemwill include all implementations falling within the scope of theappended claims.

What is claimed is: 1-20. (canceled)
 21. A headset, the headsetcomprising: a beamforming microphone selectively configurable in a widebeam pattern and a narrow beam pattern; and an audio processor, whereinthe audio processor is operable to: receive an ambient sound level fromthe beamforming microphone, and according to a setting from a cellularphone: configure the wide beam pattern if the ambient sound level isbelow a level of sound from a user, and configure the narrow beampattern if the ambient sound level is above the level of sound from theuser.
 22. The headset of claim 21, wherein the user of the headsetselects between the wide beam pattern and the narrow beam pattern. 23.The headset of claim 21, wherein the headset automatically selectsbetween the wide beam pattern and the narrow beam pattern.
 24. Theheadset of claim 21, wherein the beamforming microphone comprises anarray of sound sensing elements.
 25. The headset of claim 21, whereinthe audio processor is configured to automatically select between thewide beam pattern and the narrow beam pattern on a continuous basisduring an operation of the headset.
 26. The headset of claim 21, whereinthe wide beam pattern comprises full sensitivity from all directions.27. The headset of claim 21, wherein the narrow beam pattern is focusedon a particular direction.
 28. The headset of claim 21, wherein thenarrow beam pattern is directed at a desired sound source.
 29. Theheadset of claim 21, wherein the headset is configured in one of aplurality of modes according to a location of the headset.
 30. Theheadset of claim 21, wherein the setting from the cellular phone isreceived via an audio interface.
 31. A method, the method comprising:receiving, via an audio processor in a headset, a setting from acellular phone; receiving an ambient sound level from a beamformingmicrophone on the headset; according to the setting from the cellularphone: configuring a wide beam pattern for the beamforming microphone ifthe ambient sound level is below a level of sound from a user; andconfiguring a narrow beam pattern for the beamforming microphone if theambient sound level is above the level of sound from the user.
 32. Themethod of claim 31, wherein the user of the headset selects between thewide beam pattern and the narrow beam pattern.
 33. The method of claim31, wherein the headset automatically selects between the wide beampattern and the narrow beam pattern.
 34. The method of claim 31, whereinthe beamforming microphone comprises an array of sound sensing elements.35. The method of claim 31, wherein the audio processor is configured toautomatically select between the wide beam pattern and the narrow beampattern on a continuous basis during an operation of the headset. 36.The method of claim 31, wherein the wide beam pattern comprises fullsensitivity from all directions.
 37. The method of claim 31, wherein thenarrow beam pattern is focused on a particular direction.
 38. The methodof claim 31, wherein the narrow beam pattern is directed at a desiredsound source.
 39. The method of claim 31, wherein the headset isconfigured in one of a plurality of modes according to a location of theheadset.
 40. The method of claim 31, wherein the setting from thecellular phone is received via an audio interface.